Vatebra Tech Hub will be hosting One- Hackathon- Online Globa Challenge on August 8-9.

“One Hackathon” is an Online Global Challenge that is commonly formatted in 24 hours style to bring out solutions for post Covid-19.
Expectations from the hackathon are for participants to build a product, design a business model and provide reasonable next steps for the startups.

Theme 4: Virtual Education Platforms/Gaming Education Platforms

A virtual learning environment (VLE) in educational technology is a Web-based platform for the digital aspects of courses of study, usually within educational institutions. They present resources, activities and interactions within a course structure and provide for the different stages of assessment. VLEs also usually report on participation; and have some level of integration with other institutional systems. For teachers and instructors who edit them, VLEs may have a de facto role as authoring and design environments. VLEs have been adopted by almost all higher education institutions in the English-speaking world.

VLE learning platforms commonly allow:

  • Content management – creation, storage, access to and use of learning resources
  • Curriculum mapping and planning – lesson planning, assessment and personalisation of the learning experience
  • Learner engagement and administration – managed access to learner information and resources and tracking of progress and achievement
  • Communication and collaboration – emails, notices, chat, wikis, blogs
  • Real time communication – live video conferencing or audio conferencing

A VLE may include some or all of the following elements:

  • The course syllabus
  • Administrative information about the course: prerequisites, credits, registration, payments, physical sessions, and contact information for the instructor.
  • A notice board for current information about the ongoing course
  • The basic content of some or all of the course; the complete course for distance learning applications, or some part of it, when used as a portion of a conventional course. This normally includes material such as copies of lecture in the form of text, audio, or video presentations, and the supporting visual presentations
  • Additional resources, either integrated or as links to outside resources. This typically consists of supplementary reading, or innovative equivalents for it.
  • Self-assessment quizzes or analogous devices, normally scored automatically
  • Formal assessment functions, such as examinations, essay submission, or presentation of projects. This now frequently includes components to support peer assessment.
  • Support for communications, including e-mail, threaded discussions, chat rooms, Twitter and other media, sometimes with the instructor or an assistant acting as moderator. Additional elements include wikis, blogs, RSS and 3D virtual learning spaces.
  • Links to outside sources – pathways to all other online learning spaces are linked via the VLE (Virtual Learning Environment).
  • Management of access rights for instructors, their assistants, course support staff, and students
  • Documentation and statistics as required for institutional administration and quality control.
  • Authoring tools for creating the necessary documents by the instructor, and, usually, submissions by the students
  • Provision for the necessary hyperlinks to create a unified presentation to the students.
  • Interactive online whiteboard for live virtual classes.

A VLE is normally not designed for a specific course or subject, but is capable of supporting multiple courses over the full range of the academic program, giving a consistent interface within the institution and—to some degree—with other institutions using the system. The virtual learning environment supports the worldwide exchange of information between a user and the learning institute he or she is currently enrolled in through digital mediums like e-mail, chat rooms, web 2.0 sites or a forum.

Educational games are games explicitly designed with educational purposes, or which have incidental or secondary educational value. All types of games may be used in an educational environment, however Educational games are games that are designed to help people learn about certain subjects, expand concepts, reinforce development, understand a historical event or culture, or assist them in learning a skill as they play.

Game types include  board, card, and video games. As educators, governments, and parents realize the psychological need and benefits that gaming has on learning, this educational tool has become mainstream. Games are interactive play that teach us goals, rules, adaptation, problem solving, interaction, all represented as a story. They satisfy our fundamental need to learn by providing enjoyment, passionate involvement, structure, motivation, ego gratification, adrenaline, creativity, social interaction and emotion in the game itself while the learning takes place.

Game-based learning (GBL) is a type of game play that has defined learning outcomes. Generally, game-based learning is designed to balance subject matter with gameplay and the ability of the player to retain, and apply said subject matter to the real world. Children tend to spend hours playing hide and seek, learning the steps of digital games, such as chess, and engaging in creative games.

Therefore, it can be said that play and learning are synonymous, leading to cognitive and emotional development inside a social and cultural context. For instance, the game of hide and seek. Good hiders need visual and spatial perspective to define the best hiding places, while seekers must be skilled at searching for cues from the surroundings and choosing the most probable location for the hider among various possible places.

Right now, we are facing a pandemic and most schools have had to move their classes online. Although a couple of schools mostly in the private sectors have been able to successfully make it work, we still have schools that cannot and the students are the ones left to suffer the consequences. Creating a solution to help learning will go a long way in solving this problem. We hope this information will help you better understand the theme and create solutions to be useful in this field.

Idea Submission close date: 31st July, 2020.
Hackathon Date: 8th – 9th August, 2020 in Nigeria.

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